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<blockquote data-quote="Ipissimus" data-source="post: 4118469" data-attributes="member: 41514"><p>15' square seems pretty realistic. Of course, this is a fantasy game, more in tune with The Mines of Moria than real life dungeons and catacombs. I liked 3E scaling back to 5' squares from 10', which reined in some of the excesses of 1E and 2E dungeons (10' wide corridors everywhere? So much for cramped confines).</p><p></p><p>However, I think the key to designing encounter areas won't always be picking one plain room and going with it. Alot of the challenge in large rooms will be window dressing: Pillars, statues, traps... actually, the idea of playing in a Medusa's garden actually has me excited about the tactical possibilities. On the other side of the coin, I think alot of encounters will need to take place in a collection of rooms in order to give the PCs the needed variety while still maintaining the tactical challenge of close quarters combat.</p></blockquote><p></p>
[QUOTE="Ipissimus, post: 4118469, member: 41514"] 15' square seems pretty realistic. Of course, this is a fantasy game, more in tune with The Mines of Moria than real life dungeons and catacombs. I liked 3E scaling back to 5' squares from 10', which reined in some of the excesses of 1E and 2E dungeons (10' wide corridors everywhere? So much for cramped confines). However, I think the key to designing encounter areas won't always be picking one plain room and going with it. Alot of the challenge in large rooms will be window dressing: Pillars, statues, traps... actually, the idea of playing in a Medusa's garden actually has me excited about the tactical possibilities. On the other side of the coin, I think alot of encounters will need to take place in a collection of rooms in order to give the PCs the needed variety while still maintaining the tactical challenge of close quarters combat. [/QUOTE]
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